Mended Wall's PBP for beginners (Inactive)

Game Master Hoary and Wizened

BATTLE GRID

Current Initative = Illiam, Kairon, Bombardier, Chillel, Dolok, Goruck, Merlokrep


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The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

The grappled kobold should be dangling underneath the choker now, but in getting there, he should have fallen through Kairon's threatened area before swinging away from him, provoking an AoO. After swinging down through Kairon's reach and over under the choker, he also should have had enough momentum to hit the cave wall hard enough to take some damage.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Fair enough! And I never said it would be your fault, just that I would blame you. Ha!

Noticing a bit of hesitation in Skirrrsh's reaction to hearing his name, Kairon quickly swings his spear to point at the snared kobold and then swipes it down toward the floor with violent intent.

Subterranean Semaphore (Linguistics, untrained): 1d20 + 2 - 1 ⇒ (13) + 2 - 1 = 14

You can eat him later!

Here goes!

Oh, well. :)


Illiam Taal wrote:
The grappled kobold should be dangling underneath the choker now, but in getting there, he should have fallen through Kairon's threatened area before swinging away from him, provoking an AoO. After swinging down through Kairon's reach and over under the choker, he also should have had enough momentum to hit the cave wall hard enough to take some damage.

That's an awful lot of realism you're trying to inject into my fantasy game... O.o


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Needing more visibility, Dolok steps out into the larger room, careful to avoid the sticky piles of goo. Not liking the idea of leaving an enemy at their backs when they have to start focusing on the enemies coming from the north, he again points his wand at the slurk to the south red.

Magic Missiles damage: 2d4 + 2 ⇒ (1, 1) + 2 = 4

That sucks. :(


Battle Grid

Quick as lightning, as Skiirsh's victim swings down from the saddle he so ineptly left, in a feeble attempt to escape being strangled to death, Kairon strikes with his battle-honed reflexes.

Eat Spear Point Wretched DragonKin!!!: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
I said eat it!!!: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13

Ha ha!!! I would roll max damage when rolling for you wouldn't I?

His strike jabs right through the kobold's soft underbelly, spilling blood and viscera. Skiirsh, seeing the kobold is all but dead drops him to the ground.

Falling damage: 2d6 + 1 ⇒ (4, 3) + 1 = 8

The kobold (purple) hits the ground hard and lands in a disgusting heap. -9 HP, dying, still not dead.

Meanwhile Dolok's magic missiles slam into the already wounded slurk (red) all by his lonesome, sitting in the southwestern corner. Dolok is happy with the force damage, as he can tell that slurk is ready to drop at any moment. In response the kobold barks at his mount to fire his sticky mucus jet right at the fire-haired blacksmith cum adventurer...

Watch out for the goo!: 1d20 + 4 - 1 ⇒ (11) + 4 - 1 = 14

... and the disgusting tar-like mucus explodes all over him, slowing his reflexes and movement. Dolok now has the entangled condition. Seeing that he's stuck the slurk's rider fires his shortbow...

Shortbow Attack: 1d20 + 3 - 1 ⇒ (1) + 3 - 1 = 3

... but even with Dolok slowed by the sticky mucus the kobold's arrow missed wide landing harmlessly in the corner of the room.

The other kobold in this initiative group is Dashed Blue, and he is dazed until Illiam's turn in the initiative comes up, as Daze is for a full round. So...

Seeing the nearest kobold to him not acting or reacting because of Illiam's magic, Skiirsh seizes the advantage and reaches his long arms over to try and choke the life from the little bugger.

Tentacle 1: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Tentacle 2: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Tentacle 1 Damage: 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Grab's Free Grapple Attempt: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
Constrict's Damage: 1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7

And Skiirsh proves a mighty ally, as Kairon hears the neck of the kobold crunch with a satisfactory crack. There are still raspy breaths escaping from the kobold, but he is not long for this world. -7 HP, Dying. Even so, Skiirsh refuses to let go, perhaps wanting to make sure the kobold is in fact thoroughly dead before moving on to another victim.

Rules query for those with more knowledge. This is one that has always given me fits. For a choker under attacks it says "2 Tentacles +6 (1d4+3 plus grab)." Is that two separate attacks each at a +6 with the potential for a 2d4+6 damage, each with their own grab? Or does that line mean that both tentacles work in unison at a +6 with the potential for only 1d4+3 damage? The first time I rolled for Skiirsh I did it the second way, both in unison. This time I rolled them separately, and that seems AWFULLY deadly... But I did notice that Illiam rolled separately for each talon on the eagles, and took a look back and realized that Kanga used to roll separately for each claw... Sad to say, been GMing this long, and I've waffled back and forth on this one probably hundreds of times...

And we are right back at the top of the init: Illiam (eagles), Goruck, Chillel, Kobold Group 1 (Yellow, Blue, Purple, and now Pink again).


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

I'm not saying I'm right, but the way I understand it and run it is two separate attacks, each at the full modified listing. If you look you will notice the skelly's in my game were each getting two attacks? Same thing.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Yes, that's two attacks each, with the potential for 2d4+6. So focused fire --> 4d4+12 --> dead enemy. When you think about it, it's nearly the only way they could survive, considering the dangers of the Underdark. Nuke two weak buddies, or hammer one tough-ish one.


Kairon Daaltin wrote:
Yes, that's two attacks each, with the potential for 2d4+6. So focused fire --> 4d4+12 --> dead enemy. When you think about it, it's nearly the only way they could survive, considering the dangers of the Underdark. Nuke two weak buddies, or hammer one tough-ish one.

Good thing he's on our side.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
The World Around You wrote:
Rules query for those with more knowledge. This is one that has always given me fits. For a choker under attacks it says "2 Tentacles +6 (1d4+3 plus grab)." Is that two separate attacks each at a +6 with the potential for a 2d4+6 damage, each with their own grab? Or does that line mean that both tentacles work in unison at a +6 with the potential for only 1d4+3 damage? The first time I rolled for Skiirsh I did it the second way, both in unison. This time I rolled them separately, and that seems AWFULLY deadly... But I did notice that Illiam rolled separately for each talon on the eagles, and took a look back and realized that Kanga used to roll separately for each claw... Sad to say, been GMing this long, and I've waffled back and forth on this one probably hundreds of times...

Yes, the 2 out in front means two attacks of that type. Each of those attacks is at a +6 and does 1d4+3 damage plus grab, so if both hit, that's 2d4+6. He can only successfully grab once in a round, but if both tentacles hit, that would mean that he gets two grab attempts.

The eagles continue to press their attack. Moving to flank the Blue slurk (a 5ft step for each, I forgot about flanking bonuses last round, and I think there would have been one more hit if I hadn't. Oh well...) they gang up on the blue slurk and his rider (all attacks on the slurk until he's unconscious, then divert to the rider).

Orange Eagle Talon: 1d20 + 3 + 1 + 2 ⇒ (11) + 3 + 1 + 2 = 171d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Orange Eagle Talon: 1d20 + 3 + 1 + 2 ⇒ (8) + 3 + 1 + 2 = 141d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Orange Eagle Bite: 1d20 + 3 + 1 + 2 ⇒ (2) + 3 + 1 + 2 = 81d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Red Eagle Talon: 1d20 + 3 + 1 + 2 ⇒ (12) + 3 + 1 + 2 = 181d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Red Eagle Talon: 1d20 + 3 + 1 + 2 ⇒ (13) + 3 + 1 + 2 = 191d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Red Eagle Bite: 1d20 + 3 + 1 + 2 ⇒ (15) + 3 + 1 + 2 = 211d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Meanwhile, Illiam begins to summon more eagles to deal with the newcomers, who he suspects must be almost here.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Chillel employs the Slumber Hex on the blue kobold, which is conveniently next to Illaim's eagles who can hopefully rip it to pieces, while saying:-

Illiam can you get those eagles to attack rather than just flap around.

DC 15 Will save or 3 rounds of snooze.

Illaim your last round of attacks for your eagles really sucked.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Double-check those rolls, Chillel. It's better than you think. He's got the attacks *and* damage in the same line.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
Chillel wrote:
Illaim your last round of attacks for your eagles really sucked.

Note that I have attack and damage on the same line, so the number at the end is damage, not the attack roll. I think they did pretty well for what they are. 4 hits out of 6 attempts for a total of 16 damage...


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Chillel - and Boudacia in my game, - for someone that is a 'fan' of the English language, you sure do seem to mis-read a lot of posts!

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Should have this ready for next round...

Eagles: 1d3 ⇒ 3


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.
Dolok Pickering wrote:
Chillel - and Boudacia in my game, - for someone that is a 'fan' of the English language, you sure do seem to mis-read a lot of posts!

Yes, there was a rash of it yesterday on my part. I was covered in sleep monitoring equipment that made me look like a biological/ machine hybrid from outer space sent here to exterminate the human race. This is uncomfortable and distracting and the thing sticking in my nose made me feel mildly ill. Before all this I had a headache. An electronic doo-dad attached to my left index finger made it impossible to touch type normally, so I was distracted by going back and forth correcting typos. And I was online at night when I wasn't sleeping. So it is not surprising I was making mistakes, give me a break.


Illiam Taal wrote:

Should have this ready for next round...

[dice=Eagles]1d3=3

That's uncanny! If I didn't know better I'd throw out cheating accusations. :P Chillel, full breaks given, I cannot imagine trying to participate in this online distraction while being fully RL distracted like that. Kudos to you for even attempting it. :) Hope your caregivers find something to help you get the sleep every human needs. :D As to the game, obviously, still waiting on a Goruck post before continuing on. If we don't have a post from him near the end of business today, I might bot him, so we can move on. Hear that Goruck?!


Battle Grid

Blue Kobold Will Save: 1d20 - 1 - 1 ⇒ (14) - 1 - 1 = 12

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
MendedWall12 wrote:
That's uncanny! If I didn't know better I'd throw out cheating accusations. :P

The chances of two 1d3 rolls both coming up 3 is 1/9, which is better than the chances of rolling a 19-20 on a single d20 roll, and that's if there are only 2 rolls made. The chances of any two consecutive rolls in a sequence being 3s rises rapidly as that sequence grows (see also: The Birthday Problem and the Texas Shapshooter Fallacy).


Illiam Taal wrote:
MendedWall12 wrote:
That's uncanny! If I didn't know better I'd throw out cheating accusations. :P
The chances of two 1d3 rolls both coming up 3 is 1/9, which is better than the chances of rolling a 19-20 on a single d20 roll, and that's if there are only 2 rolls made. The chances of any two consecutive rolls in a sequence being 3s rises rapidly as that sequence grows (see also: The Birthday Problem and the Texas Shapshooter Fallacy).

That sounds like a mumbo-jumbo jargonized response of somebody who is trying to cover up for the fact that they've successfully hacked the dice rolling algorithm through superior mathematical application and computer trickery...

:P

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
MendedWall12 wrote:

That sounds like a mumbo-jumbo jargonized response of somebody who is trying to cover up for the fact that they've successfully hacked the dice rolling algorithm through superior mathematical application and computer trickery...

:P

I could probably work up a calculation on the likelihood of someone being able to do that, but I can guarantee that the chances would be significantly less than 1 in 9, therefore Occam's Razor applies. I have a policy, however, of neither confirming nor denying accusations of being smarter than I actually am :P


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

Trying once more to rip the ground from their feet, Goruck pulls at the earth beneath the slurks feet as he pushes out of the room. DC 14 for the red slurk, and movement out.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Huzzah!! There you are!! Hope school is easing up on ya, Goruck.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Chillel employs the Slumber Hex on the "blue" slurk.

I had to look this up on the last page, os for others convenience- Initiative: Illiam (eagles), Goruck, Chillel, Kobold Group 1 (Yellow, Blue, Purple), Dolok, Kairon, Kobold Group 2 (Red, Dashed Blue), Choker. Illiam,


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Blue Kobold already failed its save on the hex this round, Chillel.

I think.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

I think you are right Kairon. I go after Illiam and Goruck, and the last 2 to act were Illaim and Goruck. But I think Illiam was finishing his post from last round and Goruck was having an attack from last round. Goruck is working on his exams so is posting irregularly. And nobody else on either side has acted since my last hex. This combat is getting rather confusing.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Now that Goruck got his post up, we're just waiting for Mended to adjudicate your, Illiam's, and Goruck's actions, and then describe what Kobold Target Dummies Team One are going to do. Mended got us back on track in the initiative for you three to start this round.


Battle Grid

Kobold Group 1 (Yellow, Blue, Purple, Pink)

Illiam's summoned eagles all but shred their enemy (blue) slurk to death. He appears to be hanging onto life by a mere thread. 1 HP Meanwhile Chillel's innate magical talents once again force a combatant to sleep through things. Blue Kobold is now unconscious for three rounds or until he takes damage, whichever comes first.

Red Slurk Reflex Save Vs. Miniature Created Pit: 1d20 + 5 - 1 ⇒ (14) + 5 - 1 = 18

Once again Goruck's attempt to drop a slurk from the ceiling to within range of his bloody axe is undone by the creature's swift reflexes. It hops over the broken ceiling to a more secure spot, just in time.

Kairon and Goruck watch as the kobold captain(pink) that left to retrieve a separate force, a force he referred to as bombardiers, spurs his mount down the narrow northern passageway, stopping on the ceiling just inside the elevator room. They also watch as the now riderless slurk (purple) that was headed down the eastern passageway keeps moving and disappears around the bend. When the leader (pink) sees the deterioration of their martial superiority in the room, he barks a command and his slurk fires a jet of sticky slime right at Kairon.

Ranged Touch Sticky Goo: 1d20 + 4 - 1 ⇒ (2) + 4 - 1 = 5

Which square does it land in?: 1d8 ⇒ 2

The gross mucus lands harmlessly at Kairon's feet, right below one of Illiam's summoned eagles. Undaunted the kobold fires his shortbow at Kairon.

Shortbow Attack: 1d20 + 3 - 1 ⇒ (6) + 3 - 1 = 8

The arrow flies erroneously over Kairon's head into the opposite corner of the room.

Yellow and Purple stabilization checks:

Yellow Con Check: 1d20 ⇒ 1
Purple Con Check: 1d20 ⇒ 19

Kairon watches a spurt of blood flow out of the (yellow) kobold at his feet, but the other (purple) seems to have fallen into a steady breathing rhythm, were he to receive medical attention, he could live to fight another day.

Kairon and Dolok batters up!!! I'm going to bring in the bombardier grouping AFTER Skiirsh, and have them act at the end of the initiative cycle, so, make it count!!! :D


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Mended, there are a bunch of Kobolds in the tunnel the pink Kobold and slurk just emerged from? Your post kind of implies that, without actually saying. My tactical plan called for Dolok to spray the lot of them with Burning Hands about now, thus igniting whatever bombs they are carrying. Unfortunately he is up to his eyes in mucous. This has to be about the most disgusting combat I have ever been involved in.


Yes, there is a group of kobolds about to make an entrance around the bend in the northern corridor. That's metagame knowledge though, but it's something the group could easily intuit from the fact that the pink kobold was the one that went to get them, and he is now back and joining the fray. As to the exploding of the bombardier kobolds by setting their combustible gear on fire, I'm afraid that's a no-go. Fire magic that is listed as instantaneous, unless otherwise stated in the spell's description, does not have a chance to start persons or attended objects on fire. Sorry!


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Here's that readied action:

Seeing the slurk and rider return from the north, but no "bombardiers" in tow yet, Kairon looses the blast of flame at the captain's mount.

I'll keep saying it: it's critical that this goes the way I want.: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9 vs touch AC
'Cause a crit's the only hope of using your corpse to plug that hallway.: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4

More to follow. Edit incoming.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.
MendedWall12 wrote:
As to the exploding of the bombardier kobolds by setting their combustible gear on fire, I'm afraid that's a no-go. Fire magic that is listed as instantaneous, unless otherwise stated in the spell's description, does not have a chance to start persons or attended objects on fire. Sorry!

Oh yes, I remember that now. So it is hot enough to roast you to death but not set tinder on fire. That has got to be one of the most senseless rules ever. Killing the bombardiers before they can do anything is still a good idea, for those not encased in mucous.


Kairon Daaltin wrote:

Here's that readied action:

Seeing the slurk and rider return from the north, but no "bombardiers" in tow yet, Kairon looses the blast of flame at the captain's mount.

[Dice=I'll keep saying it: it's critical that this goes the way I want.]1d20+3+1 vs touch AC
[Dice='Cause a crit's the only hope of using your corpse to plug that hallway.]1d6+1+1

More to follow. Edit incoming.

The only critical thing you accomplished here was critically miss... Sorry :(


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

So much for having the time to *edit* that one . . . . And as for the miss -- well, it happens. Moving on.

Though his blast of fire missed the injured slurk, Kairon is filled with a bold confidence, courtesy of Sarenrae's continued aid. With the other members of the group too far away, or too entangled, to bring their harder-hitting spells to bear on the choke point northward, he decides that the first blow is his. So much for keeping 'em outta here, burnin' em all at once, . . . .

The priest quick-steps to a position just west of the northward passage, and sets himself to act. But just before he settles into his fighting crouch, he looks up into the flat, reptilian eyes of the kobold captain with a smug smile and curls the four fingers of his left hand back toward him, twice, as though to say, Come and get me!

Token assist: the square immediately west of the pink slurk/kobold unit, please. Readied action to cast burning hands once I can hit as many bombardiers as possible with it. Perception roll to follow, just in case you want it, Mended.

Good thing those torchlights are still around! (Perception): 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6

EDIT: *sigh* -- Well, at least the CRB DC to "notice a visible creature" is 0. Isn't that the second Perception of nat 1 I've rolled??! And Mended *keeps* making slurk Ref saves!! There is no justice!!!!

A little more light over here, Dolok!!, he roars.


Token assisted, make sure that's what you meant. Have you noticed that the more you try and force the dice algorithm to attune itself to your will the less it is complying? I mean, you rolled a 1 on a perception check... Also, is that standard used to ready an action to cast burning hands once a kobold crests the threshold of the room? Or once you can see one that is in range of the spell, or once as many kolbolds as are koboldly possible are in range of the spell? I be confuseeed.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Readied action trigger condition language revised in my previous post. Current location is perfect.

And now we have anecdotal evidence that neither karma nor math have any positive contributions to life in view of the energy I keep "sending into the universe". I keep expecting crits, but all I get are fumbles (not that you can fumble a skill check, technically). Curse you, algorithm!!


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Feeling all icky and gooey and having trouble moving ... Dolok does not like this feeling so he decides to try to wash the goo off of himself.

"Apsaugos nuo gaisro!"

Concentration Check DC is 15 + spell level(0) = 15

Concentration Check, d20 + ability score mod + lev.: 1d20 + 4 + 3 ⇒ (9) + 4 + 3 = 16

Suddenly a rush of water pours over Dolok rinsing him clear of all the gooey ickiness. Dolok then moves up to get into a better position for a casting against whatever is coming down this hallway but he also keeps the current occupants of this room (both hostile and friendly) in mind. "Watch out eagles!"

I have placed a template for the 15ft cone of Burning Hands, where I currently plan to cast it on my next turn, though that positioning could very well change.

Ignan/Lithuanian - I like the words I chose for the casting of Drench:
Anti-fire!


Battle Grid

Kobold Group 2 (Red, Dashed Blue), Choker, Kobold Bombardiers (Green, Cyan, Crimson, Orange).

Kairon's taunt of the slurk-mounted captain draws his ire, but little else. Dolok is able to get off his drenching spell and clean himself of the slurk's disgusting mucus, freeing him to move without hindrance, and he gets into position to burn anything coming down the corridor.

Meanwhile the lone slurk in the southern corner of the room barks quickly and his slurk fires yet another jet of sticky mucus, this time directed at Goruck.

Ranged Touch: 1d20 + 4 - 1 ⇒ (8) + 4 - 1 = 11

The mucus lands right on him, making it difficult for him to move and attack. Goruck has now gained the entangled condition.

Seeing the advantage the kobold fires his shortbow at the half-orc.

Shortbow: 1d20 + 3 - 1 ⇒ (9) + 3 - 1 = 11

Yet again the arrow skips harmlessly off the stone floor, skittering into the wall near Kairon.

Con save for stabilization Dashed Blue Kobold: 1d20 ⇒ 8

In the same moment a gurgle of blood drips out of the mouth of the kobold (dashed blue) Skiirsh has a death grip on, and his Slurk, sensing his rider's passing, bolts for the exit and its own salvation.

Skiirsh squeezes the neck all the tighter.

Strangulation: 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Hearing the satisfying pop of the kobold's draconic larynx, Skiirsh drops the lifeless body to the floor, and looks for a new target. Moving slowly toward the northern corridor, he avoids the eagles and the kobold they've all but killed, and eyes the returning captain, further clogging the ceiling of the north end of the chamber.

At just that moment Kairon watches as four strangely dressed and strangely armed kobolds careen around the corner, their leader pulls up short, just in range of Kairon's spell, but he's the only one in range, and casting burning hands just now would only hurt him, though it might give his following comrades pause...

The bombardier leader (green) throws a glass vial of directly at Kairon...

Just so everyone is aware, there is no reflex save for these, and if/when they hit, they automatically start the PC, NPC, or monster that they hit on fire because of the Explosive Bomb Discovery.

Ranged Touch Explosive Fire Bomb: 1d20 + 6 - 1 ⇒ (7) + 6 - 1 = 12

And then the world is on fire! The bomb hits Kairon directly in the chest exploding in a blast of flame so powerful the edges of it hit Dolok, and every bit of his clothing and wooden weapon handles start to burn. Kairon you are on fire, and will take another 1d6 fire damage on your turn. Putting the flames out is either a full-round action Reflex Save, or requires a dousing with at least two gallons of water.

Exploding Bomb Damage: 1d6 + 2 - 1 ⇒ (3) + 2 - 1 = 4

That's 4 damage to Kairon, and 1 damage to Dolok. Dolok, you do not catch on fire, as the one damage is just the 10' blast radius and only does the 2-1 damage.

Once the bomb strikes the leading bombardier ducks, and his two closest companions throw two more glass vials, but it's clear they are not directed at any person, rather they are thrown directly at the ground near the threshold of the corridor and the elevator room.

Lamp Oil Ranged Touch @ a Square: 1d20 + 4 - 1 ⇒ (13) + 4 - 1 = 16
Lamp Oil Ranged Touch @ a Square: 1d20 + 4 - 1 ⇒ (13) + 4 - 1 = 16

Both vials slam into the ground one just north of the door, and the other just south of it, and both Kairon and Dolok smell the distinct smell of lamp oil as it spreads across the floor. Kairon feeling the excruciating pain of his own burning flesh knows immediately what will happen with the oil spreads out and touches his feet... Nothing good. He turns for a moment and looks at Dolok with eyes that beg the question, is this really happening?

I put two little flame icons in the squares where the lamp oil is spreading, it will take a round for it to spread out and hit Kairon's square, but if his flame is not put out by then, both squares will ignite with flame, doing 1d3 points of damage to anyone that walks in the square for two rounds thereafter, unless doused with water...

Initiative: Illiam (eagles), Goruck, Chillel, Kobold Group 1 (Yellow, Blue, Purple, Pink). Illiam your next summoning of 3 eagles happens at the start of your turn this round, so go ahead and copy paste those three wherever you'd like them, and they can go to work. :D


Ah, note... Blue Kobold is unconscious because of Chillel's magic. That's the one Skiirsh walked past, since it is not threatening anyone at the moment and the eagles are set to destroy his slurk, and drop both to the ground anyway... So, as of right now the only two mounted kobolds in the fight are pink and red.


Note number two, there is a Reflex Save to halve the splash damage of the bombs: "Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier." DC for these guys is 14, that would also be the Reflex Save DC of the full-round Reflex Save to extinguish the flames. The reason I didn't roll a save for Dolok is because half of one, according to the rules, is still one, since you round up, so making the save wouldn't matter at that point. That, and it's only 1 point of damage... :)

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Illiam steps forward and casts daze on the magenta kobold (DC14 Will save).

The Red eagle continue to attack the blue slurk (diverting any extra attacks once he's unconscious to his rider).

Red Eagle Talon: 1d20 + 3 + 1 + 2 ⇒ (17) + 3 + 1 + 2 = 231d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Red Eagle Talon: 1d20 + 3 + 1 + 2 ⇒ (3) + 3 + 1 + 2 = 91d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Red Eagle Bite: 1d20 + 3 + 1 + 2 ⇒ (6) + 3 + 1 + 2 = 121d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6

The Orange eagle then moves to attack the magenta slurk (5ft step into flanking position with Kairon).

Orange Eagle Talon: 1d20 + 3 + 1 + 2 ⇒ (15) + 3 + 1 + 2 = 211d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Orange Eagle Talon: 1d20 + 3 + 1 + 2 ⇒ (8) + 3 + 1 + 2 = 141d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Orange Eagle Bite: 1d20 + 3 + 1 + 2 ⇒ (7) + 3 + 1 + 2 = 131d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5

At the extreme edge of the spells range, three more eagles appear just above the heads of the new bombardiers, and begin to attack (green first, divert to cyan if green drops).

Green Eagle Talon: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 51d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Green Eagle Talon: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 191d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Green Eagle Bite: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 151d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Yellow Eagle Talon: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 171d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Yellow Eagle Talon: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 101d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Yellow Eagle Bite: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 121d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Purple Eagle Talon: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 61d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Purple Eagle Talon: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 221d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Purple Eagle Bite: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 161d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Wow, not great rolls, but that should be one hit each. Multiplied by 5 eagles, that's not bad I guess. Should at least inhibit the bomb-throwing ability...


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Skiirsh, I am really starting to like you and chokers generally. Perhaps our party and your species can ally to exterminate all the kobolds in the world. Except you Gurtlekrep.

So saying, Chillel pokes her head around the doorway to cast the slumber hex on the "red" kobold, then brings her head safely back inside.

DC 15 will saves to avoid 3 rounds of magical slumber. I can't affect the bombardiers from here so I am taking out the annoying kobold and slurk sniping from the rear.


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

Taking a moment to forget the battle, Goruck fights for his control over earth. Sturdy like the stone, rigid like the rock. Reaching up, the half orc's rocky claw twists, pantomiming what stone should do. DC 14 for red and pink slurks, double move

Watching his friends burn, Goruck of the Stone feels his anger start to bubble up.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Illiam tries to make out what kind of armor the bombardiers are wearing.

If I do another summons, I'll probably go for an elemental, at least if Mended doesn't allow a Hellhound from the alternate summons list. If they're wearing metal armor, a lightning elemental might be a good choice. Otherwise, I'm thinking aether elemental...


Battle Grid

Kobold Group 1 (Yellow, Blue, Purple, Pink)

The first attack by Illiam's summoned eagle drops the (blue) slurk into unconsciousness, which sends both slurk and sleeping rider to the floor like a mucusy meteorite. Wham!

Falling Damage Blue Slurk: 3d6 + 1 ⇒ (6, 3, 6) + 1 = 16
Falling and Crushing Damage Blue Kobold: 5d6 + 1 ⇒ (4, 1, 3, 5, 5) + 1 = 19

The kobold (blue) starts awake as the intense pain of being crushed between his falling mount and the stone floor breaks Chillel's enchantment on him. He now lays pinned and prone underneath his thoroughly dead mount, with no weapon to hand and no strength to lift the massive toad body off of himself.

The other summoned eagle from the first round of summons claws deep into the (pink) I think this is what you are calling magenta... slurk, drawing a sudden gush of blood that lands right on Kairon's face, thankfully dousing his hair so it is no longer being singed by the bombardiers alchemical fire. It is obvious to those looking that this slurk cannot hold on much longer. 1 HP

In that same moment three more eagles appear out of the ether and all three slam their talons and sharp hooked beaks into the leader of the bombardiers. Their attacks shred through the flimsy robe the kobold is wearing and immediately drop him to the ground gashed and bloody.

To answer your metagame questions Illiam, they are not wearing any armor, only robes. The rationale for which is that armor tends to "get in the way" of their mixing and throwing... that and the Truescale tribe has limited means, and likes to save armor for those that are more prepared for melee combat. :D

Pink Kobold's Will Save Versus Illiam's Daze: 1d20 - 1 - 1 ⇒ (13) - 1 - 1 = 11

Arcana continues to be the great ally of the adventuring company that still has no name. Illiam's daze cantrip blasts into the selected (pink) kobold's head and causes him to sit atop his ready-to-die mount slack-jawed and drooling, unable to do anything else.

Red Kobold's Will Save Versus Chillel's Slumber Hex: 1d20 - 1 - 1 ⇒ (18) - 1 - 1 = 16

Unfortunately for Chillel her innate powers are not as effective this time, as the kobold (red that she was targeting with her sleeping hex blinks hard for a few moments but does not succumb to the slumber.

Pink Slurk Reflex Save Versus Goruck's Miniature Created Pit: 1d20 + 5 - 1 ⇒ (5) + 5 - 1 = 9
Red Slurk Reflex Save Versus Goruck's Miinature Created Pit: 1d20 + 5 - 1 ⇒ (1) + 5 - 1 = 5

Goruck's elemental powers over stone, though, works perfectly.

Pink Slurk Falling Damage: 3d6 + 1 ⇒ (4, 3, 3) + 1 = 11
Pink Kobold Falling and Crushing Damage: 5d6 + 1 ⇒ (5, 3, 1, 3, 1) + 1 = 14
Red Slurk Falling Damage: 3d6 ⇒ (3, 1, 6) = 10
Red Kobold Falling and Crushing Damage: 5d6 + 1 ⇒ (6, 1, 4, 5, 3) + 1 = 20

As the slurk riding captain falls to the ground right next to the flaming Kairon, into the puddle of lamp oil the bombardiers threw down, the priest's eyes light up from within, glowing for the briefest of moments as red as the flames of hell. He stabs out with his longspear, ignoring, or, perhaps, relishing the flames that surround him, as he jabs the spear tip into the falling kobold's torso.

Kairon AoO Longspear: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Longspear Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Flame Damage from Kairon's now flaming spear: 1d6 + 1 ⇒ (4) + 1 = 5

As the flaming spear slices into and quickly back out of the falling kobold, Kairon watches with great satisfaction as the life empties from the scaly dragon-kin, and he stares down the northern corridor at the three remaining bombardiers, oblivious to the flames they have enveloped him in, grinning wide, covered in blood, and ready to send them all to their deaths.

Goruck also watches with much satisfaction as the kobold that has been harrying them from the southwest corner drops severely damaged from the crushing fall and weight of his, also, now, dying mount. His eyes gloss over, and though he is still alive it is by a mere thread. 0 HP, disabled, staggered, prone, pinned... ergo, pretty much out of it.

I moved the pink slurk and kobold off the map so they aren't cluttering things. Both slurk and rider are dying, and prone. Kobold is also pinned. Red kobold is not dying, but he will be as soon as he makes the feeble attempt to free himself from being pinned by his mount on his turn. Also moved green bombardier off the map with his dying and prone icons, so there's less clutter. Blue Kobold is prone and pinned under his dead mount, but has enough HP that he might be able to escape the pin, and get back in the fight, so I left him where he is. Oh, dang. That just reminded me, the eagles would have gotten AoOs against the falling kobold. Illiam, go ahead and roll those at your leisure, maybe the blue kobold is actually dead or dying after all. All of this means that for initiative it now looks like this: Dolok, Kairon, Choker (since red is going to start dying right at the start of his turn I'm just applying that now), then the Kobold Bombardiers.


Just as an FYI, this is quite easily the most difficult combat I've ever had to keep track of, thankfully we live in a digital age where tools like Google Drawings and Kyle Olson's Combat Manager make it quite a bit easier to keep track of HPs and conditions. Have at it boys! Dolok, Kairon, BURN 'EM ALL!!! :D Have I mentioned I hate kobolds?

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Eagle talon AoO: 1d20 + 3 + 1 + 2 ⇒ (7) + 3 + 1 + 2 = 131d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Flat-footed because he's falling and stuck to a dead slurk? Probably still not enough...


Battle Grid

Actually, blue was unconscious/helpless from Chillel's slumber hex as he fell, so -5 to dex, and you get a +4 to hit. :D Also 6 HP will bring him to exactly 0. :P So, as soon as he makes the effort to try and get out from under the dead mount, he'll drop himself into negatives as well. :D

Just as the distressed kobold (blue) begins his fall to the ground, one of Illiam's summoned eagles reaches out a hasty talon and scrapes across his scaly neck drawing a magnificent squirt of dark crimson blood.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
The World Around You wrote:
Actually, blue was unconscious/helpless from Chillel's slumber hex as he fell, so -5 to dex, and you get a +4 to hit. :D Also 6 HP will bring him to exactly 0. :P So, as soon as he makes the effort to try and get out from under the dead mount, he'll drop himself into negatives as well. :D

Well, then I'm glad I rolled max damage. HUZZAH!

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